I've seen this assertion failing in 2.4.0-beta1 on the client a couple of times when testing with loading/unloading submarines and cruise missiles to try to reproduce bug #20668.

I haven't worked out exactly what triggers it yet. I've not seen it with the head of S2_4 but that's not conclusive; however I suspect changes since beta1 (notably bug #20085) are likely to have perturbed this area.

I'm afraid it keeps failing with the same error. I tested S_4 r21843 that includes the mentioned patch.
The error appears when I reload the savegame posted here, and also when I start a new clean game.

>- Minplayers setting set to 0 (I'm still curios of how you started the all-ai game when minplayers setting was not 0 - had you first human player that was then turned to ai?)

Yes, I start with human, then I turn to ai, and then I set timeout.
It is the only way I have found since timeout = -1 does not work for me and the code does not compile for me when I try "./autogen.sh --enable-debug"

I must say I have not been able to reproduce the error with the previous version of the mod v2.4-1, so it seems someway related to my latest changes for v2.4-2.

I'm glad you catched the same error. Thanks for the help, I'll keep testing.

Is it possible that you have old version of some ruleset file in the FREECIV_DATA_PATH so that it (that single) file gets used instead of correct one? You could start server with "-d 3" and read output after "rulesetdir civ2civ3" carefully to see that every file is read from correct path.

I've just built 2.4.0-beta1 and downloaded the v2.4-2 modpack via freeciv-modpack and I also can't provoke the savegame into any assertions. Perhaps an exact sequence of steps? -- I wasn't sure which player to /take, for instance.

> assertion 'same_pos(unit_tile(pcargo), unit_tile(ptrans))' failed.

We know we have a lurking problem with the client not being kept up to date with unit state (bug #19612, bug #19904). If this message is from the client, could be more of the same?

Oh, does the assert happen in server or client side? You haven't actually said that, but for some reason I've tried to reproduce server side crash.

Attached is the autogame I tested:
- civ2civ3.serv settings
- Random seed from the savegame you provided
- Minplayers setting set to 0 (I'm still curios of how you started the all-ai game when minplayers setting was not 0 - had you first human player that was then turned to ai?)
- timeout set to -1 ("proceed as fast as you can) This requires --enable-debug build

I'm still curious to know the reason of this error, even if it only happens to me. Else I'm not going to be able to test any freeciv version until there is a window installer.

I have successfully installed the new v2.4 beta1 over ubuntu 9.04 (with make install), I have installed the new civ2civ3 v2.4-2 (with freeciv-modpack), and I still get the same "assertion" error in every game.

The error keeps appearing when I launch the installed "freeciv-gtk2", so it is not related to the script "fcgui".
I have never seen this error with default rules, only with civ2civ3. It happens when I use freeciv-modpack to install the mod, when I manually copy the files to data folder, and also when I overwrite the default ruleset files.
(this last method used to solve the problem with the other assertion error that I reported bug #19925).

Yes, with those settings my games always end crashing around turn 100 to 150.
Actually, the savegame I uploaded always crashes to me when I end the turn.

It is an autosave from a game that I was playing under AI control, with "/set timeout 10" and I did not change the settings before saving, sorry.
I wonder if the time limit could be affecting the AI? Is there any other way to play the game under AI contol?

If this savegame does not crash to you after the end of turn,
I'd assume there is some issue in my installation or the way I compile the code that is causing these "assertion errors", like the latest one I reported.

I have revised the files of this updated civ2civ3 pack and I did not change anything related to transports or unit types. If it does not crash to you, I'd say the pack is ready to replace the previous version.

I'll test it again as soon as there is a version of the next beta that I do not need to compile... to be sure.

I can't reproduce the crash from the savegame. It's curious savegame, though, in that all players are under AI control, but minplayers setting prevents starting the game again without human taking one player.

I'm currently running autogame with default civ2civ3 settings (its .serv file) and randseed from the savegame to see if I can reproduce this way. Are these the settings you used?

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